Why Resto Shaman Need a Defensive Cooldown, or Another Spirit Link Post

In case you’ve missed it, I’ve grown quite partial to the idea behind Spirit Link. I’ve talked about it recently wondering where it is. Before that I lamented its absence as the one that got away. Today I’d like to take a different approach to this enigma.

Tuesday I reported about the Cataclysm beta and how things looked so far. In that post I quoted the devs with their answers to many questions, including the state of Spirit Link. Their answer was not one I was all to keen on. Back on the 13th of July I appeared on the podcast Raid Warning with their Shaman Roundtable. I had the opportunity to talk with some amazing members of the shaman community and share ideas. While we were talking a fantastic point was made. Shaman are in need of an external cooldown.

Sure it seems like we have it all. Fame, power, sweet shoveltusk-ghost-shoulders, but the truth is we still have some holes in our healing arsenal that need to be addressed. Let me specify that a defensive cooldown is not an “OH SHIT!” ability like Nature’s Swiftness. I’m talking about cooldowns that are used in anticipation of something bad happening instead of reactionary (with a couple exceptions).

Let us compare to other healers.

Priests

Pain Suppression – Lets face it, this spell has come in handy on more boss fights than you would normally consider. Every 3 minutes Discipline priests can reduce the incoming damage on a target by 40% for 8 seconds. That is a large number, and while 8 seconds might not seem like a lot of time, 8 seconds can wind up being just enough to mitigate a boss mob’s large nasty spell or ability. If you Glyph it, you can even cast it while your stunned!  This is a great raid leading ( or heal leading) shot gun, and honestly has saved our rears quite a few times.

Guardian Spirit – Holy priests are not left without a big cooldown. Like pain suppression, this spell is on a 3 minute cooldown and increases healing received on the target by 40%. If the person dies while guardian spirit is active, the spirit will instead be consumed and the person will be healed immediately for 50% of their maximum health. It lasts for 10 seconds on the target and with the Glyph, if it lasts the entire 10 seconds without being consumed your cooldown gets reset to 1 minute. As a healing lead I love abusing this talent. It is a net, a nice cushion-esque net. You can set it on a tank and if you got OOM or have to move and cant push healing, it buys you time. Minimizing risk and compensation for “oops” is part of every raid leaders job, and cooldowns like this can help a ton.

Druids

Tranquility – 8 minute cooldown for a massive area of effect heal. There have been plenty of fights where this has come in handy, and rotations have been set up between multiple druids. Tranquility is another “buys you time” spell. It heals everyone around the druid for a sizeable chunk of health every 2 seconds for 8 seconds, but those 4 pulses of healing can spell defeat or victory as it allows you to help mitigate massive AoE damage and buys healers time to shift gears and compensate. It is often used when you expect massive amounts of raid wide damage.

Rebirth – This spell carries a 10 minute cooldown and a material component in order to cast it, but in this case the effect is greater than the cost by leaps and bounds. Rebirth brings a player who has died back to life with about 6k health and almost 5k mana. Doesn’t sound like a whole lot right? Well if you didn’t know, it is the only resurrection spell that can be cast while in combat. This is huge! Sometimes, things go bad and there is nothing you can do to stop it. A DPS ganks aggro and splats before you can heal them, but you need them alive in order to make the enrage timer. If you have a druid handy this is not an issue, they can bring that person back up and help complete the task at hand. If the druid is using the Glyph, it returns the target of the res with FULL health. This is an amazing cooldown to be able to call on in those particularly awful fights. While this one is a reactionary ability, I think it still fits in with the “defensive” cooldown abilities so I’ve made an exception and included it in the list.

Paladins

Hand of Sacrifice – 2 minute cooldown and it transfers 30% of the damage taken on the target to the paladin for 12 seconds or until the paladin takes damage equal to their total health. The paladin can still use their bubble while using hand of sac in order to mitigate the damage they are receiving and it can be very strategically used to bleed off normally lethal damage on the tank. Divine Sacrifice is an area affect version of this spell that redirects 30% of all damage within 30 yards to the paladin for a maximum of 40% of the paladin’s health times the number of party members.

Hand of Protection – 5 minute cooldown but it makes the target completely from physical attacks for 10 seconds. This can be a great way to drop physical debuffs or just to protect someone from getting 1-shot. This was very useful in Trial of the Crusader.

Shaman

I’m having a hard time thinking of anything I can consider a preemptive defensive cooldown. HeroLust is an offensive ability as is both of our elementals. Everything else we have that has a cooldown is reactionary (Nature’s Swiftness). I can’t count Reincarnation in this either as while it is nice to be able to resurrect yourself, finding the timing to do so with all the environmental effects and boss abilities are going off, as well as not being able to rez yourself at, you still only rez with a maximum of 40% of your health. With no buffs it is very easy just to splat again. In a large raid where there is a group of healers to pull abilities from this isn’t such a big thing. But when you start talking about smaller raids it is at that point it starts to become an issue.

Now with Cataclysm on the horizon a few things are happening that make this an issue that needs to be addressed. First of all, raid sizes will be smaller. Now I don’t mean blizzard is taking away 25 man raiding, but they are evening out gear distribution and content to be consistent from 10 man to 25 man. The only difference will be how much of the loot drops from 10 man compared to 25 man. My prediction is that this will cause a lot more 10 man raiding groups to pop up. While the game has come a long way from 40 man raids, organizing 25 man raids can be just as stressful.  The ability to gain the same gear from 10 mans that you do from 25 mans removes some of the incentive to actually run 25 man raids. The facts is, organizing 10 people is easier than 25.

Healing is being tuned to be quite a bit harder both on the healer themselves in terms of mana management but also for groups in terms of damage output. Having had first hand experience in the new 5 mans in cataclysm I can tell you healing has become much more difficult. There were several times where I wish I had something I could toss up on a group member so I could keep healing the tank without having to choose which of the two would die (and there were several instances in which someone WILL die), or a few occasions where a tank was getting pummeled hard and could have used something to either help mitigate the damage or use as a life line.

It is in these smaller groups (5 and 10 man content) that our distinct lack of an external cool down to help those around us mitigate damage or act as prevention really is highlighted. This means in smaller group compositions another healer type may wind up being preferable. Keep in mind that in current content external cooldowns have been used to help tanks and raids quite a bit. Examples include but are not limited to; Vezaxx with pain Suppression and Guradrian Spirit were big deals and on hard mode you almost had to have them available. Ormokk the Impailer was cake with a paladin with Hand of Prot and bubbles, and Tranquility owns the air phase on Blood Queen. These are just a few examples

The Fix

The first thing that comes to mind is that we honestly need an external cooldown. The concept of Spirit Link could very easily fill that gap. Now there is a concern that players would use it to kill other players and exactly how the mechanic would work, but there are a couple ways this could be balanced.

You can certainly make it analogous to Divine Sacrifice. Traditionally and lore wise, shaman have always been the protectors of their people both in health and physical defense. Calling upon the powerful spirits and ancestors to guide them, making offerings to produce better hunts or harvests. The idea of a AoE Spirit Link on a long cooldown could be quite nice.

Spirit Link: Instant cast 3 minute cooldown

The shaman calls upon the spirits of their ancestors to watch over their companions and help ease their burdens and suffering

30% of all damage taken by party members within 40 yards is redirected to the Shaman (up to a maximum of 50% of the Shaman’s health times the number of party members).  Damage which reduces the Shaman below 20% health will break the effect.  Lasts 15 sec.

I could see something like that couldn’t you? Could also be handy if say it could also be affected by Ancestral Resolve, we could get that much more out of it. It also stays true to the original thought and feeling behind the spell.

Maybe make it like a healing Misdiretion, where it will still be on a long cool down but maybe transfers a portion of the damage off of x number of swings or impose a time limit. maybe something like:

Spirit Link: Instant cast 3-5 minute cooldown

The current party or raid member targeted will receive 30% of the damage dealt to a secondary target for the next 10 seconds. Any effect that reduces the targets health below 50% will cancel the effect.

These aren’t perfect but it is an idea at least. It really is the only tool we are missing. A long defensive cooldown. The other classes all have their cookies and flavors for this, and with groups potentially thinning down, and with healing being changed as it is, it is personally something I think the class needs. Just… call it Spirit Link to humor me is all I ask! Once we have that I think our healing tool-set will be complete, and then we will truly be princes of the universe! (bet you were wondering why I linked a Queen song up at the top ;])

So what do you think? Do you think shaman need that defensive cooldown? What would you make it? would you change any of our spells to fill the gap?

That is it for this week folks. Happy Healing!

Holy Power and More for the Post-Cataclysmic Paladin

Please give a warm World of Matticus welcome to guest-blogger Ophelie, and remember to visit Bossy Pally for more great Paladin posts!

I came home from a weekend in the wilderness to discover my class turned upside down. That’s what happens when you spend two days and a night in the middle of nowhere without internet. You come back and you’re lost.

As I was scrambling to piece together the bits of news, Matt suggested I guest post about it. Guest post about the paladin news, of course, not my scrambling. So I did what I always do when having to talk about Cataclysm news. I grabbed a pen, some paper and called up Google.

And if that wasn’t enough, a new beta build was released between then and now, just for confusion purposes.

So…here’s what I found out, and there’s what I think of it all.

Apparently, last Friday there was a certain Twitter Developer Chat. Apparently, some paladiny stuff was said. Apparently, it was stuff like:

All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:

An instant mana-free heal: Word of Glory
A buff to increase holy damage done: Inquisition
A massive physical melee attack for Retribution paladins: Templar’s Verdict
Holy Shield’s duration is now extended by Holy Power
Divine Storm’s damage is now increased by Holy Power

We also introduced several new heals for Holy Paladins including Healing Hands (an AoE heal-over-time that is applied to all players standing near the paladin), Light of Dawn (a cone heal with a 30-yard range), as well as a new heal called Divine Light, which is similar to a priest’s Greater Heal, and the new instant heal mentioned above, Word of Glory.

As for the release of new talents builds, for those of us who aren’t lucky enough to witness them first hand, here’s a link to the MMO Champion version.

I’m going to stick with the holy side of the things, because I’m primarily a healer and this, after all, is primarily a healing blog. I’m also going to stick with the big picture and what stood out to me. I figure anyone who really cares about the nitty gritty details has already read (if not tested) them anyway.

Back to the dev chat news, in other words, we get a new bar (like a health or mana bar, and yes it’s currently supposed to be an actual bar and not cute circles on our screen) to record stacked up combo-like points as we cast Holy Shock, as we directly heal our Beacon target (via the Tower of Radiance talent) and possibly as we do other things. We’re then given Word of Glory, a get-out-of-jail free card for when there’s need to fill in one of the gaps caused by Holy Shock cooldowns.

More Bars, More Bars!

When I first heard of a Holy Power bar, I froze for a second, worried that my mana bar was being replaced. But no, they’re actually adding a new bar and not removing old bars. I like that. It gives us something else to keep our eyes on and to make the mental hamster run faster. It’s not too complex, after all, last I heard, Holy Power only stacked up to 3. 3 points is totally something I can keep track of.

Forcing us to use Holy Shock regularly, keeping track of Holy Power stacks and deciding when to use a finishing move is a small but welcome addition to the holy paladin thought process.

EDIT : In the comments, Esh, who’s been playing in the beta, reported that Holy Power is actually a buff icon and not a bar, at least at lower levels. It’s been assumed that Holy Power would be a bar due to a post by Ghostcrawler, but a buff icon certainly makes more sense.

Holy Shock: A Love Story

Personal confession time: I love Holy Shock. I’ve always loved Holy Shock. Holy Shock and I go way back. Holy Shock was the whole reason I specced Holy in the first place (hey I was new to the game and didn’t realize there were more efficient ways to deal damage). Though I eventually discovered it wasn’t the wonderful spell I had imagined, it’s still been there for me through all the hard times. Whenever I needed to quickly save someone without abandoning the tanks, it didn’t hesitate. It was my companion during all those ICC fights that had me casting and running (and cursing!) at the same time.  It listened to all my problems and never laughed at me… Erm. Moving on.

In one sentence, it should come as no surprised that I’m thrilled to see Holy Shock finally getting the game mechanics buff it deserves.

Oh, and if adding importance to Holy Shock wasn’t enough, its mana cost is brought down to 8% from 18% and it helps with all the slow casting via the talents Infusion of Light and Speed of Light, somewhat replacing the current Light’s Grace.

There’s also a new spell, Holy Mending, that gives Holy Shock a small heal over time. 15% of a Holy Shock over 9 seconds seems a little silly, but, um, you know, at least they’re trying.

EDIT: Ryonar left an excellent comment that is unfortunately stuck in pending comment limbo. He pointed out that Holy Mending is already in the game: it’s the tier 8 2p bonus. The MMO Champion Paladin page makes it look like a skill trainable at level 80. It either a bug, or it’s becoming a permanent skill in the expansion.

Addressing the Movement Issue

Remember what I said about casting and running at the same time?

Sorry, I couldn’t heal I was moving.”

How often has an embarrassed paladin said that following a premature tank death? (There’s also the slightly more disturbing “sorry, I couldn’t move I was healing”.)

To me, the new emphasis placed on Holy Shock, and the addition of Word of Glory, another instant heal, looks like an attempt to make movement more manageable. I’m curious to see how much assistance the final mechanics of Healing Hands and Light of Dawn end up providing to the current movement impaired paladin. As of now, both are instant and both seem to allow movement during the spell effect.

Healing Hands even increases movement speed by up to 60% when talented into Speed of Light. Being someone who staged a large protest when she couldn’t fit Pursuit of Justice into all her paladin specs, my stomach did summersaults when I discovers the good news.

Feelin’ Like a Paladin

Like druid healers and their tree forms, like shamans with their skirts, like priests with, um, whatever is meaningful to priests (normally I’d make a joke about priests always being dead, but for some reason, it feels like a bad idea to do that here), us paladins have a sense of identity too.

In our history, we’ve been blasphemized. We’ve been forced to wear certain pieces of mail gear because it was better itemized than plate. (Min/maxers even went as far as equipping the Meteor Chaser’s Raiment, which is made of toilet paper, of all things). Again and again, we’ve been sent to the back of the room with all the casters. Many of us were even deprived of shields, resigning ourselves to carrying orbs or lamps in our off-hands. The horrors just never end.

On top of it all, Cataclysm promises to lessen the differences between the healing classes, in an effort to promote Blizzard’s “blame the player not the class” campaign (or was it, “bring the player, not the class”? I can never get it straight.)

But you know what?

I’m ok with it.

Seriously. Healing Hands and Light of Dawn introduce some multi-target healing beyond the limitations of Beacon of Light and Glyph of Holy Light. Healing Hands and Holy Mending/Holy Shock also flirt with heals over time, another element lacking in paladin healing.

Yet, while the end results are similar from one class to another, our ways to reach those ends are tailored to our unique paladin interests (special little snowflakes that we are). The mechanics of our new spells encourage us to get up close and personal (hopefully, my stubborn plate wearing tendencies will finally be useful) and Holy Power…

Ah! Holy Power!

I can just picture my little paladin puffing up with zealousness as she casts, then unleashing it all in one blow.

Oh, and yes, I do agree with Rohan and a number of others in their preference for the term Zeal. The concept of Holy Power is terrific, the name Holy Power, however, makes me think of energy drinks.

But you know that when we’ve reduced ourselves to complaining about semantics, we’re finally getting some pretty promising Cataclysm news.

Show Your Holy Priests Love With a Glowing Twilight Scale

Not happy with your trinkets?

Feeling disappointed about your lack of throughput?

Getting teased by other healers in the raid?

Then get yourself a Glowing Twilight Scale today!

In all due seriousness, this is one of the best trinkets you can get. If you can snag one of these, you’re virtually set for the rest of the expansion. Let’s ignore the spellpower bonus for now and look at the proc alone. Every time you use it, your direct heals will cause the target of your heal to heal both themselves and friends within 10 yards.

Not quite sure which spells will activate it?

  • Prayer of Mending bounces
  • Prayer of  Healing
  • Circle of Healing
  • Power Word: Shield glyph

That’s not including your direct healing nukes. But yeah, it will trigger off each target hit by your AoE spells. In theory, you can overlap your raid with these HoTs within seconds. It’s called Twilight Renewal.

It will also activate Trauma’s proc.

I’t’s something like 356 HP per second for 6 seconds. Multiply it by 25 players in the raid, and you have a large number.

At least, in theory. And you don’t have to be a theorycrafter to understand that you’re providing a lot of painkillers and Asprins to your entire raid during those 15 seconds that the trinket is activated.

What it won’t work with:

  • It doesn’t seem to work with Glyph of Holy Light for Paladins (needs confirmation)
  • Riptide (Sorry Shamans)

The HoT effect is amplified by the ICC zone wide healing buff. It doesn’t seem to gain any benefits from your character’s spell power.

Here’s a comparison from the logs of select volunteers on Plus Heal.

A Discipline Priest on heroic Sindragosa 25 (Time elapsed: 6:30)

twilight-disc-priest

A Holy Paladin on heroic Sindragosa 25 (Time elapsed: 7:24)

twilight-holy-pally

A Holy Priest on normal Sindragosa 25 (Time elapsed: 7:06)

 twilight-holy-priest 

It’s difficult to create lab conditions, but this is the best I can do. Two of the encounters were on heroic and one was on normal for Sindragosa. Just a few things to note though:

When the trinket is activated, you gain Eyes of Twilight (which is when your heals get amplified and start spreading around). In this example?

  • Discipline Priest – 3 activations
  • Holy Paladin – 2 activations
  • Holy Priest – 4 activations

The heal gains for Holy paladins aren’t as bad as it’s made out to seem here. I think if they all used it the same number of times (like 3), we’d see fairly close margins. Maybe within 2-3%? I’m still going to bet money that a Holy Priest has the slide edge in terms of proc maximization (and purely proc maximization).

So who does it go to?

Give it to your best healer.

If they’re all equally deserving of it, and you want to approach it from a raid min maxing perspective:

  1. Holy Priest
  2. Resto Shaman
  3. Disc Priest
  4. Resto Druid
  5. Holy Paladin

At least, that’s my personal take on it. You’re free to assign it however you like and you’ll want to look at any number of combinations such as who needs it, attendance, looks, etc.

Anyway, don’t be like me and give it to a Holy Pally who quit the guild within the next week because he wanted to devote his time to PvP instead and joined a straight PvP guild.

Any Holy Pallies or Mages out there? We’re looking for some really excellent ones. Bonus points if you can do the invisible thing on Putricide.

Less is More?

As some of you may or may not know, I am actually trained in the skills of an architect. It’s a fun fact about me on the off chance you care about that sort of thing. The reason I bring this up is because all throughout my college career, my teachers attempted to drive home the point that “Less is More”. This is not a new design concept by any means, in fact it is a rather old idea, a 19th century proverbial phrase. It is first found in print in Andrea del Sarto, 1855, a poem by Robert Browning:

Who strive – you don’t know how the others strive
To paint a little thing like that you smeared
Carelessly passing with your robes afloat,-
Yet do much less, so much less, Someone says,
(I know his name, no matter) – so much less!
Well, less is more, Lucrezia.

Architect Ludwig Mies Van Der Rohe is often associated with this phrase as a founder  of modern architecture and proponent of simplicity of style.

So I’m sure you’re asking why I’m dragging architecture into your dragon game right now yes? Well, quite simply the idea of less is more is a design concept that many game companies have embraced. To do more with less decreases production time, allows for a better shake down of bugs and glitches, and can free up a developer to create some very innovative game play.  One need not look much further than Braid or The Misadventures of P.B. Winterbottom to see what I mean here.

Blizzard it would seem has just begun to adapt to this way of thinking, at least it appears that way. You can see this in the latest build of the Cataclysm Beta. The new 31-point talent system has streamlined the talent trees by removing  bloat and overused space. What we are left with is a cleaner, albeit smaller, talent tree. A lot of the talents cut away were instead folded into the players choice in specialization, for example Earth Shield was removed as a talent and given as a core spell when a player chooses to specialize in Restoration. This design model is an attempt to do more with less. Less wasted talent space will lead to more interesting talents in the tree, as well more interesting game play for players… in theory anyways. I wrote up a more detailed breakdown of these changes on WoW.com so feel free to check it out. This is my more personal thoughts on these changes, and well… I just felt the need to keep talking about them some.

While it is still in an early beta phase, I can’t help but feel… disrupted a little bit. While I agree that some of the talents should have been moved, I’m not entirely feeling good about what was pulled out and what was put in. I agree that for restoration, Earth Shield should have been removed as a talent and made into a base spell. You will never hear me complain about that. Every resto shaman I know takes that talent, and in truth it is a very core, very iconic spell that is part of the identity of a resto shaman. If you are a restoration shaman without Earth Shield… well I just don’t even know. I am curious though as to why Mana Tide Totem was left in place though. Like ES it is a very core shaman talent and again something most if not all resto shaman take. Why not remove it as a talent and give it as a bonus for choosing the restoration specialization? That could further open up the tree and allow more space for more fun talents. From a design perspective it would make more sense to make it a base ability or a specialization bonus and open the slot for something else… maybe something like Spirit Link!

Another thing that confused me was some of the additions, Spark of Life to be exact. One of the things that Blizzard stated was that they wanted to move away from/remove talents that added passive % bonuses. Don’t get me wrong, I like the talent. Buffing the healing done to yourself has been near godly in the beta (*ahem* restoiz4tanking!) and it makes the passive heal from Healing Stream Totem nice for longevity, but I am still surprised to see it included. It does go well with Ancestral Resolve as far as that whole staying alive thing goes as well. I fully plan on using these for tanking as a healer!

Telluric Currents would be nice for leveling… if it was lower in the tree. I can’t see taking it as a dedicated healer in end game, as it is rare that I have to DPS at all and even then it is usually a flame shock followed by more healing and then a lava burst. It could be useful for soloing… maybe.

We lost a lot however. A lot of our supercharged healing is gone, and we are dreadfully low on passive crit. Some additions to the tree give us back some of the bonus healing, but no where near where it was. I understand that they want to make healing harder and more thoughtful and I am pro difficulty on that, but a shaman’s best procs all come from crit. Passively we can push 40% in a raid without trying, this helps with heals from Ancestral Awakening and helps trigger Blessing of the Eternals sure. It also is necessary for shaman mana regeneration. Improved Water Shield procs off of critical heals. The more crits you have the more likely you are to regen mana and be able to keep casting. I don’t know if you remember but there was a time not so long ago that shaman were having longevity issues. IWS was implemented to compensate for that, but by removing the passive crit, it hurts our regeneration rates. Meditation is supposed to allow for further regeneration, but the question remains if it will wind up being enough.

Along those same lines, Tidal Force is out. I really really miss this spell. It has become second nature in to pop this spell and its absence is keenly felt. When I’m healing on live I usually have a rhythm going. Like say for Valithria;

Riptide > Healing Wave > Healing Wave > Chain Heal > Tidal Force > Healing Wave > Healing Wave etc. Refreshing Riptide when off cooldown.

Now it has become

Riptide > Healing Wave > Healing Wave > Chain Heal > Look for Tidal Force *DAMNIT* Unleashed Weapon > Healing Wave > Healing Wave etc.

Throws me off quite a bit. Still getting used to it. I can see what they are doing by trimming the trees and I approve. While I may not be a staunch minimalist, I know when things have gotten bloated. The restoration tree on live definitely is bloated, and the one on the current beta could use some more pruning .

So Blizzard, keep in mind that less is more. Players have been doing creative things with very little for a while now. Just make what we have better defined and maybe move a few more things around. We don’t necessarily need a rolls-royce (although it would not be turned down!) we just need things that function well. We’ve been trotting along pretty much unchanged for a good bit, just make sure you don’t break us ok?

So what do you guys think of the changes so far? Anything you noticed you love? Hate? Anything you think they should add in?


What Do You Want?

<The results are in! Scroll down>

Imagine an oversized owl with a golden exclamation mark over her head.

Her clawed feet are a’tappin’. Her head’s swaying round, beak held high. She clearly expects people to stop and listen to her woes. People regularly socialize with oversized owls, after all. Especially any that look like they’re damsels in distress. Maybe not damsels, but distress.

Yep. that thar owl be giving you a quest.

Your quest, should you choose to accept it, is to tell me what you’d like me to write about on World of Matticus early next week. I’ve decided to put my own bonnet with a beehive inside it aside, to ask you guys if there’s anything you’re curious about, want answers to, or generally want to challenge me to make a fool of myself. No catches and few rules. To whit, the rules are:

  • You can submit one idea for an article by posting in the comments of this thread
  • You can suggest any genre of idea but as World of Matticus is focused on healing and leading, I’d suggest going for something heal/lead related
  • You can decide what sort of post it is – whether it’s something you want my opinion on, something you want me to fact-check and answer, or something you want to know how to do. whatever it is, I’ll do my best to answer the winning idea
  • You have until midnight PST on Friday 16th July to post a comment.

On Saturday I’ll do an in game /roll of however many comments this post gets. The number I get in the roll will be the winning comment, and therefore article idea.

For example, if I get 8 replies with a suggestion each, I’ll /roll 1-8. If the roll result is 5, I’ll write an article based on commenter #5’s suggestion. And just to put the icing on the quest I’ll update this post with a screenshot of the roll, so you guys know I’m not pulling some funky owl magic.

So. Let the ideas and challenges begin! What do you want me to write this week? Post before Friday, as this article will self destruct… all right, not really. But the owl will stop peering questioningly at you, then.

By the way… keep this under your hat, hush hush and all… but I’ll also be putting up another brief post later today with some small but happy MMO related news. Keep checking!

Saturday Edit:

So it’s Saturday and the results are in. I took a roll of 1-12 as we got 12 replies (if the result had been a post that was a chat comment rather than an idea submission i’d just have re-rolled). So, without further ado, this is the result:

Image (c) Blizzard Entertainment

Ignore the “X is already being ignored” lines – that’s just what I get when I login. The important bit’s the roll; comment #9 won. So next week, on Jooles’ suggestion, I’ll be writing a WoM article based round this:

The future of healing assignments. Have they gone the way of crowd control due to smart heals and class pigeon-holing? Is it Paladins heal tanks, Shammy’s heal melee, Priests + Druids heal raid forever or is this going to change in Cataclysm? Which way are Disc priests going to go?

See you then!